Super Smash Bros. 4

Meta Knight (SSB4)/Neutral aerial

Hitbox visualization showing Meta Knight's neutral aerial.

OverviewEdit

Meta Knight spins with Galaxia extended. With quick start-up, long duration, low ending and landing lag, and good power, this move is effective for relieving pressure, either as an out of shield option or to break juggles. It is also a decent combo move, being able it to lead into a dash attack at lower percents, and it can easily be comboed into from Meta Knight's dash attack, down throw, and up aerial. Neutral aerial is also a potent edge-guarding tool, as it can cover both immediate and delayed recoveries, and the strong hit KO's offstage at roughly 100%, while the late hit sends foes at a favorable trajectory.

Overall, this is a highly versatile move that is used commonly in competitive play.

Update historyEdit

  1.0.4/  1.0.1

  •   Damage (7% (clean)/5% (late) → 10%/7.5%).

  1.0.8

  •   Landing lag (20 frames → 16).

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 10% 0   40 100 0 4.0 25 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
1 0 10% 0   40 100 0 4.0 25 0.0 5.2 0.0 1.0x 1.0x 0%               Slash  
2 0 10% 0   40 100 0 7.0 0 0.0 7.2 0.0 1.0x 1.0x 0%               Slash  
Late
0 0 7.5% 0   40 100 0 3.8 25 0.0 0.0 0.0 1.0x 1.0x 0%               Slash  
1 0 7.5% 0   40 100 0 3.8 25 0.0 4.0 0.0 1.0x 1.0x 0%               Slash  
2 0 7.5% 0   40 100 0 3.8 25 0.0 7.2 0.0 1.0x 1.0x 0%               Slash  

TimingEdit

Initial autocancel 1-5
Clean hit 6-7
Late hit 8-20
Interruptible 44
Animation length 49
                                                                                                 
                                                                                                 

Landing lagEdit

Animation length 16
                               
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

TriviaEdit

  • Within the move's script, there is a timer on frame 40 which is most likely present to activate the move's late auto-cancel window. However, the flag to activate the late auto-cancel is simply missing, meaning that the move has no late auto-cancel window. As a result, the move does not auto-cancel until the animation ends on frame 50, rather than on frame 40 as the empty timer suggests. This was fixed in Ultimate.